2 * fixed "grass" to "sand" in older EM levels (up to file version V4)
5 * changed behaviour of network games with internal errors (because of
6 different client frame counters) from immediately terminating R'n'D
7 to displaying an error message requester and stopping only the game
8 (also to prevent impression of crashes under non command-line runs)
9 * fixed playing network games with the EMC engine (did not work before)
10 * fixed bug with not scrolling the screen in multi-player mode with the
11 focus on player 1 when all players are moving in different directions
12 * fixed bug with keeping pointer to gadget even after its deallocation
13 * fixed bug with allowing "focus on all players" in network games
14 * fixed bug with player focus when playing tapes from network games
17 * uploaded pre-release (test) version 3.2.0-7 binary and source code
20 * code cleanup for game action control for R'n'D and EMC game engine
23 * fixed bug in multi-player movement with focus on both players
24 * added option to control only the focussed player with all input
27 * added player focus switching to level tape recording and re-playing
30 * fixed some bugs in player focus switching in EMC and RND game engine
33 * added special Supaplex animations for Murphy digging and snapping
34 * added special Supaplex animations for Murphy being bored and sleeping
37 * added four new yam yams with explicit start direction for EMC engine
40 * fixed small bug in EMC level loader (copyright sign in EM II levels)
43 * added delayed ignition of EM style dynamite when used in R'n'D engine
44 * added limited movement range to EMC engine when focus on all players
47 * fixed bug with missing (zero) score values for native Supaplex levels
50 * added "continuous snapping" (snapping many elements while holding the
51 snap key pressed, without releasing the snap key after each element)
52 as a new player setting for more compatibility with the classic games
55 * finished scrolling for "focus on all players" in EMC graphics engine
58 * level sets with "levels: 0" are ignored for levels, but not artwork
59 * fixed bug when scanning empty level group directories (endless loop)
62 * fixed bug with explosion graphic for player using "Murphy" graphic
63 * fixed bug with explosion graphic if player leaves explosion in time
64 * changed some descriptive text in setup menu to use medium-width font
65 * added key shortcut settings for switching player focus to setup menu
68 * fixed bug with random value initialization when recording tapes
69 * fixed bug with playing single player tapes when team mode activated
72 * fixed little bug when trying to switch to player that does not exist
75 * added player switching (visual and quick) to R'n'D and EM game engine
76 * added setup option to select visual or quick in-game player switching
79 * added use of "Home" and "End" keys to handle element list in editor
82 * fixed bug with adding score when playing tape with EMC game engine
83 * added steel wall border for levels using EMC engine without border
84 * finally fixed delayed scrolling in EMC engine also for small levels
87 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
90 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
91 * fixed bug when displaying info element without action, but direction
94 * fixed minor graphical problems with springs smashing and slurping
95 (when using R'n'D style graphics instead of EMC style graphics)
98 * added scroll delay (as configured in setup) to EMC graphics engine
101 * improved screen redraw for EMC graphics engine (faster and smoother)
102 * when not scrolling, do not redraw the whole playfield if not needed
105 * added multi-player mode for EMC game engine (with up to four players)
108 * added android (can clone elements) from EMC engine to R'n'D engine
111 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
114 * added selectbox for initial player speed to player settings in editor
117 * version 3.1.2 created that is basically version 3.1.1, but with a
118 major bug fixed that prevented editing your own private levels
119 * version 3.1.2 released
122 * added magic ball (creates elements) from EMC engine to R'n'D engine
125 * uploaded fixed pre-release version 3.2.0-6 binary and source code
128 * fixed bug when using "CE can leave behind <trigger element>"
129 * added new change condition "(after/when) creation of <element>"
130 * added new change condition "(after/when) digging <element>"
131 * fixed bug accessing invalid gadget that caused crashes under Windows
132 * deactivated new possibility for multiple CE changes per frame
135 * uploaded pre-release (test) version 3.2.0-6 binary and source code
138 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
139 * fixed bug with not keeping CE value for moving CEs with only action
140 * changed CE action selectboxes in editor to be only reset when needed
143 * added option "use artwork from element" for custom player artwork
144 * added option "use explosion from element" for player explosions
147 * added cascaded element lists in the level editor
148 * added persistence for cascaded element lists by "editorcascade.conf"
149 * added dynamic element list with all elements used in current level
150 * added possibility for multiple CE changes per frame (experimental)
153 * uploaded pre-release (test) version 3.2.0-5 binary and source code
156 * changed "score for each 10 seconds/steps left" to "1 second/step"
157 * added own score for collecting "extra time" instead of sharing it
158 * added change events "switched by player" and "player switches <e>"
159 * added change events "snapped by player" and "player snaps <e>"
160 * added "set player artwork: <element choice>" to CE action options
161 * added change event "move of <element>"
164 * added "set player shield: off / normal / deadly" to CE action options
165 * added new player option "use level start element" in level editor
166 to set the correct focus at level start to elements from which the
167 player is created later (this did not work before for cascaded CE
168 changes resulting in creation of the player; it is now also possible
169 to create the player from a yam yam which is smashed at level start)
172 * added "set player speed: frozen (not moving)" to CE action options
173 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
176 * added new player option "block snap field" (enabled by default) to
177 make it possible to show a snapping animation like in Emerald Mine
180 * added dynamic selectboxes to custom element action settings in editor
181 * added "CE value" counter for custom elements (instead of "CE count")
182 * added option to use the last "CE value" after custom element change
183 * added option to use the "CE value" of other elements in CE actions
184 * fixed odd behaviour when pressing time orb in levels w/o time limit
185 * added checkbox "use time orb bug" for older levels that use this bug
188 * added missing configuration settings for the following elements:
189 - EL_TIMEGATE_SWITCH (time of open time gate)
190 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
191 - EL_SHIELD_NORMAL (time of shield duration)
192 - EL_SHIELD_DEADLY (time of shield duration)
193 - EL_EXTRA_TIME (time added to level time)
194 - EL_TIME_ORB_FULL (time added to level time)
197 * added "wind direction" as a movement pattern for custom elements
198 * added initial wind direction for balloon / custom elements to editor
199 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
202 * added parameters for "game of life" and "biomaze" elements to editor
205 * added level file chunk "CONF" for generic level and element settings
208 * uploaded pre-release (test) version 3.2.0-4 binary and source code
211 * skip empty level sets (with "levels: 0"; may be artwork base sets)
212 * added sound action ".page[1]" to ".page[32]" for each CE change page
215 * added image config suffix ".clone_from" to copy whole image settings
216 * fixed bug with invalid ("undefined") CE settings in old level files
219 * fixed graphical bug with smashing elements falling faster than player
222 * fixed major bug which prevented private levels from being edited
223 * fixed bug with precedence of general and special font definitions
226 * fixed graphical bug with player animation when player moves slowly
229 * uploaded pre-release (test) version 3.2.0-3 binary and source code
232 * fixed bug which prevented "global.num_toons: 0" from working
235 * major code cleanup (removed all these annoying "#if 0" blocks)
238 * added custom element actions for CE change page in level editor
241 * fixed music initialization bug in init.c (thanks to David Binderman)
242 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
243 (this bug must probably be fixed at other places, too)
246 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
247 (should be '#include <SDL.h>' instead)
250 * fixed bug which prevented "walkable from no direction" from working
251 (due to compatibility code overwriting this setting after loading)
254 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
257 * version number temporarily set to 3.1.1 (intermediate bugfix release)
258 * version 3.1.1 released
261 * changed some va_arg() arguments from 'long' to 'int', fixing problems
262 on 64-bit architecture systems with LP64 data model
265 * fixed bug with bombs not exploding when hitting the last level line
266 (introduced after the release of 3.1.0)
269 * added support for dumping small-sized level sketches from editor
272 * added recognition of "trigger element" for "change digged element to"
273 (this is not really what the "trigger element" was made for, but its
274 use may seem obvious for leaving back digged elements unchanged)
277 * fixed multiple warnings about failed joystick device initialization
280 * fixed bug with dynamite dropped on top of just dropped custom element
281 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
282 dynamite can still be dropped, but drop key must be released before
285 * fixed bug with wrong start directory when started from file browser
286 (due to this bug, R'n'D could not be started from KDE's Konqueror)
289 * fixed bug causing "change when impact" on player not working
290 * fixed wrong priority of "hitting something" over "hitting <element>"
291 * fixed wrong priority of "hit by something" over "hit by <element>"
294 * fixed graphical bug which caused the player (being Murphy) to show
295 collecting animations although the element was collected by penguin
298 * fixed two bugs causing wrong door background graphics in system.c
299 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
302 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
303 * added "no direction" to "walkable/passable from" selectbox options
306 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
307 * in tape autoplay, not only report broken, but also missing tapes
310 * uploaded pre-release (test) version 3.2.0-2 binary and source code
313 * fixed small bug with "linear" animation not working for active lamp
316 * fixed bug with moving up despite gravity due to "block last field"
317 * fixed small bug with wrong draw offset when typing name in main menu
318 * when reading user names from "passwd", ignore data after first comma
319 * when creating new "levelinfo.conf", only write some selected entries
322 * fixed displaying "imported from/by" on preview with empty string
323 * fixed ignoring draw offset for fonts used for level preview texts
326 * fixed a delay problem with SDL and too many mouse motion events
327 * added setup option "skip levels" and level skipping functionality
330 * added move speed "not moving" for non-moving CEs, but with direction
333 * fixed mapping of obsolete element token names in "editorsetup.conf"
334 * fixed bug with sound "acid.splashing" treated as a loop sound
335 * fixed some little sound bugs in native EM engine
338 * fixed small bug when dragging scrollbars to end positions
341 * added editor element descriptions written by Aaron Davidson
344 * improved fallback handling when configured artwork is not available
345 (now using default artwork instead of exiting when files not found)
348 * fixed bug on level selection screen when dragging scrollbar
351 * fixed bug which caused broken tapes when appending to EM engine tapes
354 * uploaded pre-release (test) version 3.2.0-1 binary and source code
357 * added code to replace changed artwork config tokens with other tokens
358 (needed for backwards compatibility, so that older tokens still work)
361 * added native R'n'D graphics for some new EMC elements in EM engine
364 * fixed some bugs in the EM engine integration code
365 * changed EM engine code to allow diagonal movement
366 * changed EM engine code to allow use of separate snap and drop keys
369 * fixed some redraw bugs when using EM engine
372 * fixed bug with not converting RND levels which are set to use native
373 engine to native level structure when loading
376 * uploaded pre-release (test) version 3.2.0-0 binary and source code
379 * version number set to 3.2.0
382 * level data now reset to defaults after attempt to load invalid file
385 * added use of "editorsetup.conf" for different level sets
388 * added auto-detection for various types of Emerald Mine level files
391 * fixed bug with scrollbars getting too small when list is very large
394 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
397 * added most level editor configuration gadgets for new EMC elements
400 * added more element and graphic definitions for new EMC elements
403 * modified native EM engine to use integrated R'n'D sound system
406 * added SDL support to graphics functions in native EM engine
407 (by always using generic libgame interface functions)
410 * fixed bug in frame synchronization in native EM engine
413 * added code to convert levels between R'n'D and native EM engine
416 * new Emerald Mine engine can now play levels selected in main menu
419 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
420 (which creates scaled down graphics for level editor and preview);
421 there's still a memory leak somewhere in the artwork handling code
422 * added "scale image up" functionality to X11 version of zoom function
425 * first attempts to integrate new, native Emerald Mine Club engine
428 * fixed bug in gadget code which caused reset of CEs in level editor
429 (example: pressing 'b' [grab brush] on CE config page erased values)
430 (solution: check if gadgets in ClickOnGadget() are really mapped)
431 * improved level change detection in editor (settings now also checked)
432 * fixed bug with "can move into acid" and "don't collide with" state
435 * fixed maze runner style CEs to use the configured move delay value
438 * added Aaron Davidson's tutorial level set to the "Tutorials" section
441 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
442 * fixed the above fix because it broke level set "machine" (*sigh*)
443 * fixed random element placement in level editor to work as expected
444 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
447 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
450 * fixed bug (missing array boundary check) which caused broken tapes
451 * fixed bug (when loading level template) which caused broken levels
452 * fixed bug with new block last field code when using non-yellow player
455 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
456 * internal change of how the player blocks the last field when moving
457 * fixed blocking delay of last field for EM and SP style block delay
458 * fixed bug where the player had to wait for the usual move delay after
459 unsuccessfully trying to move, when he directly could move after that
460 * the last two changes should make original Supaplex level 93 solvable
461 * improved use of random number generator to make it less predictable
462 * fixed behaviour of slippery SP elements to let slip left, then right
465 * fixed bug with wrong door state after trying to quickload empty tape
466 * fixed waste of static memory usage of the binary, making it smaller
467 * fixed very little graphical bug in Supaplex explosion
470 * version number set to 3.1.1
473 * version 3.1.0 released
476 * fixed bug with crash when writing user levelinfo.conf the first time
479 * added option "convert LEVELDIR [NR]" to command line batch commands
480 * re-converted Supaplex levels to apply latest engine fixes
481 * changed "use graphic/sound of element" to "use graphic of element"
482 due to compatibility problems with some levels ("bug machine" etc.)
485 * fixed bug with CE change replacing player with same or other player
488 * fixed bug with opaque font in envelope with background graphic when
489 background graphic is not transparent itself
492 * added "gravity on" and "gravity off" ports for Supaplex compatibility
493 * corrected original Supaplex level loading code to use these new ports
494 * also corrected Supaplex loader to auto-count infotrons if set to zero
497 * fixed bug with missing initialization of "modified" flag for GEs
500 * fixed bug that caused endless recursion loop when relocating player
501 * fixed tape recorder bug in "step mode" when using "pause before end"
502 * fixed tape recorder bug when changing from "warp forward" mode
505 * fixed bug with "when touching" for pushed elements at last position
508 * fixed bug that caused two activated toolbox buttons in level editor
509 * fixed bug with exploding dynabomb under player due to other explosion
512 * fixed bug with creating walkable custom element under player (again)
513 * fixed bug with not copying explosion type when copying CEs in editor
514 * fixed graphical bug when drawing player in setup menu (input devices)
515 * fixed graphical bug when the player is pushing an accessible element
516 * fixed bug with classic switchable elements triggering CE changes
517 * fixed bug with entering/leaving walkable element in RelocatePlayer()
518 * fixed crash bug when CE leaves behind the trigger player element
521 * fixed bug with broken tubes after placing/exploding dynamite in them
522 * fixed bug with exploding dynamite under player due to other explosion
523 * fixed bug with not resetting push delay under certain circumstances
526 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
527 * added network multiplayer code for Windows (thanks to Niko Böhm)
530 * added option "reachable despite gravity" for gravity movement
531 * changed gravity movement of most classic walkable and passable
532 elements back to "not reachable" (for compatibility reasons)
535 * fixed (removed) "indestructible" / "can explode" dependency in editor
536 * fixed (removed) "accessible inside" / "protected" dependency
537 * fixed (removed) "step mode" / "shield time" dependency
540 * fixed dynabombs exploding now into anything diggable
541 * fixed Supaplex style gravity movement into buggy base now impossible
542 * added pressing key "space" as valid action to select menu options
545 * added "replace when walkable" to relocate player to walkable element
546 * added "enter"/"leave" event for elements affected by relocation
547 * fixed "direct"/"indirect" change order also for "when change" event
548 * fixed graphical bug when pushing things from elements walkable inside
551 * fixed graphic bug when player is snapping while moving in old levels
552 * fixed bug when a moving custom element leaves a player element behind
553 * fixed bug with mole not disappearing when moving into acid pool
554 * fixed bug with incomplete path setting when using "--basepath" option
555 * moving CE can now leave walkable elements behind under the player
556 * when relocating, player can be set on walkable element now
557 * fixed another gravity movement bug
560 * uploaded pre-release (test) version 3.1.0-2 binary and source code
563 * added "collectible" and "removable" to extended replacement types
564 (where "removable" replaces "diggable" and "collectible" elements)
565 * added "collectible & throwable" (to throw element to the next field)
566 * fixed bug with CEs digging elements that are just about to explode
567 * changed mouse cursor now always being visible when game is paused
570 * added possibility to push/press accessible elements from a side that
572 * fixed bug with not setting actual date when appending to tape
575 * fixed bug with incorrectly initialized custom element editor graphics
578 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
579 - number of levels corrected from 18 to 17 in "levelinfo.conf"
582 * fixed bug with destroyed robot wheel still attracting robots forever
583 * fixed bug with time gate switch deactivating after robot wheel time
584 (while the time gate itself is not affected by this misbehaviour)
585 * changed behaviour of BD style amoeba to always get blocked by player
586 (before it was different when there were non-BD elements in level)
587 * fixed bug with player destroying indestructable elements with shield
590 * added option to make growing elements grow into anything diggable
591 (for the various amoeba types, biomaze and "game of life")
594 * fixed bug with movable elements not moving after left behind by CEs
595 * changed gravity movement to anything diggable, not only sand/base
596 * optionally allowing passing to walkable element, not only empty space
597 * added option "can pass to walkable element" for players
598 * finally fixed gravity movement (hopefully)
601 * fixed bug with movable elements not moving anymore after falling down
604 * fixed another bug with custom elements digging and leaving elements
605 * fixed bug with "along left/right side" and automatic start direction
606 * trigger elements now also displayed when "more custom" deactivated
607 * fixed bug with clipboard element initialized when loading new level
608 * added option "drop delay" to set delay before dropping next element
611 * uploaded pre-release (test) version 3.1.0-1 binary and source code
614 * added copy and paste functions for custom change pages
615 * enhanced graphical display and functionality of tape recorder
616 * fixed bug with custom elements digging and leaving elements
619 * added move speed faster than "very fast" for custom elements
620 * fixed bug with 3+3 style explosions and missing border content
621 * fixed little bug when copying custom elements in the editor
622 * enhanced custom element changes by more side trigger actions
625 * added option "no scrolling when relocating" for instant teleporting
626 * uploaded pre-release (test) version 3.1.0-0 binary and source code
629 * added trigger element and trigger player to use as target elements
630 * added copy and paste functions for custom and group elements
633 * fixed graphical bug when displaying explosion animations
634 * fixed bug when appending to tapes, resulting in broken tapes
635 * re-recorded a few tapes broken by fixing gravity checking bug
638 * "can move into acid" property now for all elements independently
639 * "can fall into acid" property for player stored in same bitfield now
640 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
641 * version number set to 3.1.0 (finally!)
644 * changed tape recording to only record input, not programmed actions
647 * fixed totally broken (every 8th frame skipped) step-by-step recording
648 * fixed bug with requester not displayed when quick-loading interrupted
649 * added option "can fall into acid (with gravity)" for players
650 * fixed bug with player not falling when snapping down with gravity
653 * fixed bug which messed up key config when using keypad number keys
656 * fixed bug which allowed moving upwards even when gravity was active
657 * fixed bug with missing error handling when dumping levels or tapes
660 * added different colored editor graphics for Supaplex gravity tubes
663 * fixed bug that allowed solvable tapes for unsolvable levels
666 * use unlimited number of droppable elements when "count" set to zero
667 * added option to use step limit instead of time limit for level
670 * added player and change page as trigger for custom element change
673 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
676 * fixed bug with dark yamyam changing to acid when moving over acid
677 * fixed handling of levels with more than 999 seconds level time
678 (example: level 76 of "Denmine")
681 * "spring push bug" reintroduced as configurable element property
682 * fixed bug with missing properties for "mole"
683 * fixed bug that showed up when fixing the above "mole" properties bug
684 * added option "can move into acid" for all movable elements
685 * fixed graphical bug for elements moving into acid
686 * changed event handling to handle all pending events before going on
689 * fixed bug which caused all CE change pages to be ignored which had
690 the same change event, but used a different element side
691 (reported by Simon Forsberg)
693 * fixed bug which caused elements that can move and fall and that are
694 transported by a conveyor belt to continue moving into that direction
695 after leaving the conveyor belt, regardless of their own movement
696 type; only elements which can not move are transported now
697 (reported by Simon Forsberg)
699 * fixed bug which could cause an array overflow in RelocatePlayer()
700 (reported by Niko Böhm)
702 * changed Emerald Mine style "passable / over" elements to "protected"
703 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
705 * added new option to select from which side a "walkable/passable"
706 element can be entered
709 * added explosion and ignition delay for elements that can explode
712 * fixed bug which caused player not being protected against enemies
713 when a CE was "walkable / inside" and was not "indestructible"
714 * added "walkable/passable" fields to be "protected/unprotected"
715 against enemies, even if not accessible "inside" but "over/under"
718 * corrected move pattern to 32 bit and initial move direction to 8 bit
721 * added second custom element base configuration page
724 * added some special EMC mappings to Emerald Mine level loader
725 (also covering previously unknown element in level 0 of "Bondmine 8")
728 * added option to block last field when player is moving (for Supaplex)
729 * adjusted push delay of Supaplex elements
730 * removed delays for envelopes etc. when replaying with maximum speed
731 * fixed bug when dropping element on a field that just changed to empty
734 * fixed bug: infotrons can now smash yellow disks
735 * fixed bug: when gravity active, port above player can now be entered
736 * removed "one white dot" mouse pointer which irritated some people
739 * added "choice type" for group element selection
742 * fixed bug with initial invulnerability of non-yellow player
745 * added level loader for loading native Supaplex packed levels
746 (including multi-part levels like the "splvls99" levels)
749 * fixed bug which allowed creating emeralds by escaping explosions
752 * custom elements can change (limited) or leave (unlimited) elements
753 * finally added multiple matches using group elements
754 * added shortcut to dump brush (type ":DB" in editor) for use in forum
757 * added new start movement type "previous" for continued CE movement
758 * added new start movement type "random" for random CE movement start
761 * added new element "sokoban_field_player" needed for Sokoban levels
762 (thanks to Ed Booker for pointing this out!)
765 * added elements that can be digged or left behind by custom elements
768 * added group elements for multiple matches and random element creation
771 * fixed some graphical errors displayed in old levels
774 * fixed wrong double speed movement after passing closing gates
777 * added level loader for loading native Emerald Mine levels
780 * changes for "shooting" style CE movement
783 * Happy New Year! ;-)
786 * changed default snap/drop keys from left/right Shift to Control keys
789 * fixed bug with dead player getting reanimated from custom element
792 * fixed bug with wrong penguin graphics (when entering exit)
795 * fixed bug with wrong "Murphy" graphics (when digging etc.)
798 * version number set to 3.0.9
801 * version 3.0.8 released
804 * added function checked_free()
807 * fixed bug with double nut cracking sound
808 (by eliminating "default element action sound" assignment in init.c)
811 * fixed crash when no music info files are available
814 * fixed boring and sleeping sounds
817 * added "maze runner" and "maze hunter" movement types
818 * added extended collision conditions for custom elements
821 * added warnings for undefined token values in artwork config files
824 * added menu entry for level set information to the info screen
827 * fixed bug with wrong default impact sound for colored emeralds
830 * added several sub-screens for the info screen
831 * menu text now also clickable (not only blue/red sphere left of it)
834 * added configurable "bored" and "sleeping" animations for the player
835 * added "awakening" sound for player when waking up after sleeping
838 * added "copy" and "exchange" functions for custom elements to editor
841 * added configurable element animations for info screen
844 * added configurable music credits for info screen
847 * finally fixed tape recording when player is created from CE change
850 * added "editorsetup.conf" for editor element list configuration
853 * added "musicinfo.conf" for menu and level music configuration
856 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
857 (that only showed up on Linux, but not on Windows systems)
860 * fixed turning movement of butterflies and fireflies (no frame reset)
861 * enhanced sniksnak turning movement (two steps instead of only one)
864 * version number set to 3.0.8
867 * version 3.0.7 released
870 * fixed reset of player animation frame when, for example,
871 walking, digging or collecting share the same animation
872 * fixed CE with "deadly when touching" exploding when touching amoeba
875 * fixed tape recording when player is created from CE element change
878 * introduced "turning..." action graphic for elements with move delay
879 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
880 * added turning animations for bug, spaceship and sniksnak
883 * prevent "extended" changed elements from delay change in same frame
886 * fixed bug when pushing element that can move away to the side
887 (like pushing falling elements, but now with moving elements)
890 * finally fixed serious bug in code for delayed element pushing (again)
893 * unavailable setup options now marked as "n/a" instead of "off"
894 * new boolean directive "latest_engine" for "levelinfo.conf": when set
895 to "true", levels are always played with the latest game engine,
896 which is desired for levels that are imported from other games; all
897 other levels are played with the engine version stored in level file
898 (which is normally the engine version the level was created with)
901 * fixed serious bug in code for delayed element pushing
902 * fixed little bug in animation frame selection for pushed elements
903 * speed-up of reading config file for verbose output
906 * added configuration option for opening and closing Supaplex exit
907 * added configuration option for moving up/down animation for Murphy
908 * fixed incorrectly displayed animation for attacking dragon
909 * fixed bug with not setting initial gravity for each new game
910 * fixed bug with teleportation of player by custom element change
911 * fixed bug with player not getting smashed by rock sometimes
914 * version number set to 3.0.7
917 * version 3.0.6 released
920 * added support for MP3 music for SDL version through SMPEG library
923 * fixed bug when initializing font graphic structure
924 * fixed bug with animation mode "pingpong" when using only 1 frame
925 * fixed bug with extended change target introduced in 3.0.5
926 * fixed bug where passing over moving element doubles player speed
927 * fixed bug with elements continuing to move into push direction
928 * fixed bug with duplicated player when dropping bomb with shield on
929 * added "switching" event for custom elements ("pressing" only once)
930 * fixed switching bug (resetting flag when not switching but not idle)
933 * fixed element tokens for certain file elements with ".active" etc.
936 * version number set to 3.0.6
939 * version 3.0.5 released
942 * now four envelope elements available
943 * font, background, animation and sound for envelope now configurable
944 * main menu doors opening/closing animation type now configurable
947 * active/inactive sides configurable for custom element changes
948 * new movement type "move when pushed" available for custom elements
951 * fixed bug in multiple config pages loader code that caused crashes
954 * enhanced (remaining low-resolution) Supaplex graphics
957 * version number set to 3.0.5
960 * version 3.0.4 released
962 2003-09-12 src/tools.c
963 * fixed bug in custom definition of crumbled element graphics
965 2003-09-11 src/files.c
966 * fixed bug in multiple config pages code that caused crashes
969 * version number set to 3.0.4
972 * version 3.0.3 released
975 * added music to Supaplex classic level set
977 2003-09-07 src/libgame/misc.c
978 * added support for loading various music formats through SDL_mixer
980 2003-09-06 (various source files)
981 * fixed several nasty bugs that may have caused crashes on some systems
982 * added envelope content which gets displayed when collecting envelope
983 * added multiple change event pages for custom elements
985 2003-08-24 src/game.c
986 * fixed problem with player animation when snapping and moving
988 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
989 * fixed problem with flickering when drawing toon animations
991 2003-08-23 src/libgame/sdl.c
992 * fixed problem with setting mouse cursor in SDL version in fullscreen
994 2003-08-23 src/game.c
995 * fixed bug (missing array boundary check) which could crash the game
998 * version number set to 3.0.3
1001 * version 3.0.2 released
1003 2003-08-21 src/game.c
1004 * fixed bug with creating inaccessible elements at player position
1006 2003-08-20 src/init.c
1007 * fixed bug with not finding current level artwork directory
1009 2003-08-20 src/files.c
1010 * fixed bug with choosing wrong engine version when playing tapes
1011 * fixed bug with messing up custom element properties in 3.0.0 levels
1014 * version number set to 3.0.2
1017 * version 3.0.1 released
1019 2003-08-17 (no source files affected)
1020 * changed all "classic" PCX image files with 16 colors or less to
1021 256 color (8 bit) storage format, because the Allegro game library
1022 cannot handle PCX files with less than 256 colors (contributed
1023 graphics are not affected and might look wrong in the DOS version)
1025 2003-08-16 src/init.c
1026 * fixed bug which (for example) crashed the level editor when defining
1027 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1028 (only set to default) -- invalid graphics now set to default graphic
1030 2003-08-16 src/init.c
1031 * fixed graphical bug of player digging/collecting/snapping element
1032 when no corresponding graphic/animation is defined for this action,
1033 resulting in player being drawn as EL_EMPTY (which should only be
1034 done to elements being collected, but not to the player)
1036 2003-08-16 src/game.c
1037 * fixed small graphical bug of player not totally moving into exit
1039 2003-08-16 src/libgame/setup.c
1040 * fixed bug with wrong MS-DOS 8.3 filename conversion
1042 2003-08-16 src/tools.c
1043 * fixed bug with invisible mouse cursor when pressing ESC while playing
1045 2003-08-16 (various source files)
1046 * added another 128 custom elements (disabled in editor by default)
1048 2003-08-16 src/editor.c
1049 * fixed NULL string bug causing Solaris to crash in sprintf()
1051 2003-08-16 src/screen.c
1052 * fixed drawing over scrollbar on level selection with custom fonts
1054 2003-08-15 src/game.c
1055 * cleanup of simple sounds / loop sounds / music settings
1057 2003-08-08 (various source files)
1058 * added custom element property for dropping collected elements
1060 2003-08-08 src/conf_gfx.c
1061 * fixed bug with missing graphic for active red disk bomb
1063 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1064 * extended variable "level.gravity" to "level.initial_gravity" and
1065 "game.current_gravity" to prevent level setting from being changed
1066 by playing the level (keeping the runtime value after playing)
1068 * fixed graphics bug when digging element that has 'crumbled' graphic
1069 definition, but not 'diggable' graphic definition
1072 * version number set to 3.0.1
1075 * version 3.0.0 released
1078 * various bug fixes; among others:
1079 - fixed bug with pushing spring over empty space
1080 - fixed bug with leaving tube while placing dynamite
1081 - fixed bug with explosion of smashed penguins
1082 - allow Murphy player graphic in levels with non-Supaplex elements
1086 * I have forgotten to document changes for some time
1089 * pre-release version 2.2.0rc1 released
1092 * version number set to 2.1.2
1095 * version 2.1.1 released
1098 * version number set to 2.1.1
1101 * version 2.1.0 released
1104 * version number set to 2.1.0
1106 2002-04-03 to 2002-05-19 (various source files)
1107 * graphics, sounds and music now fully configurable
1108 * bug fixed that prevented walking through tubes when gravity on
1110 2002-04-02 src/events.c, src/editor.c
1111 * Make Escape key less aggressive when playing or when editing level.
1112 This can be configured as an option in the setup menu. (Default is
1113 "less aggressive" which means "ask user if something can be lost"
1114 when pressing the Escape key.)
1116 2002-04-02 src/screen.c
1117 * Added "graphics setup" screen.
1119 2002-04-01 src/screen.c
1120 * Changed "choose level" setup screen stuff to be more generic (to
1121 make it easier to add more "choose from generic tree" setup screens).
1123 2002-04-01 src/config.c, src/timestamp.h
1124 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1125 automatically gets created by "src/Makefile" and contains an actual
1126 compile-time timestamp to identify development versions of the game).
1128 2002-03-31 src/tape.c, src/events.c
1129 * Added quick game/tape save/load functions to tape stuff which can be
1130 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1131 loads previously recorded tape and directly goes into recording mode
1132 from the end of the tape (therefore appending to the tape).
1134 2002-03-31 src/tape.c
1135 * Added "index mark" function to tape recorder. When playing or
1136 recording, "eject" button changes to "index" button. Setting index
1137 mark is not yet implemented, but pressing index button when playing
1138 allows very quick advancing to end of tape (when normal playing),
1139 very fast forward mode (when playing with normal fast forward) or
1140 very fast reaching of "pause before end of tape" (when playing with
1141 "pause before end" playing mode).
1143 2002-03-30 src/cartoons.c
1144 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1146 2002-03-29 src/screen.c
1147 * Changed setup screen stuff to be more generic (to make it easier
1148 to add more setup screens).
1150 2002-03-23 src/main.c, src/main.h
1151 * Various changes due to the introduction of the new libgame files
1152 "setup.c" and "joystick.c".
1154 2002-03-23 src/files.c
1155 * Generic parts of "src/files.c" (mainly setup and level directory
1156 stuff) moved to new libgame file "src/libgame/setup.c".
1158 2002-03-23 src/joystick.c
1159 * File "src/joystick.c" moved to libgame source tree, with
1160 correspondig changes.
1162 2002-03-22 src/screens.c
1163 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1164 (Wrong level series information displayed when entering main group.)
1166 2002-03-22 src/editor.c
1167 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1169 2002-03-22 src/editor.c
1170 * Changed behaviour of "Escape" key in level editor to be more
1171 intuitive: When in "Element Properties" or "Level Info" mode,
1172 return to "Drawing Mode" instead of leaving the level editor.
1174 2002-03-21 src/game.c, src/editor.c, src/files.c
1175 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1176 gems (emeralds, diamonds, ...) slipping down from normal wall,
1177 steel wall and growing wall (as in E.M.C. style levels). Although
1178 the behaviour of contributed and private levels wasn't changed (due
1179 to the use of "level.game_version"; see previous entry), editing
1180 those levels will (of course) change the behaviour accordingly.
1182 This change seems a bit too hard after thinking about it, because
1183 the EM style behaviour is not the "expected" behaviour (gems would
1184 normally only slip down from "rounded" walls). Therefore this was
1185 now changed to an element property for gem style elements, with the
1186 default setting "off" (which means: no special EM style behaviour).
1187 To fix older converted levels, this flag is set to "on" for pre-2.0
1188 levels that are neither contributed nor private levels.
1190 2002-03-20 src/files.h
1191 * Corrected settings for "level.game_version" depending of level type.
1192 (Contributed and private levels always get played with game engine
1193 version they were created with, while converted levels always get
1194 played with the most recent version of the game engine, to let new
1195 corrections of the emulation behaviour take effect.)
1197 2002-03-20 src/main.h
1198 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1199 compiling the SDL version on some systems.
1200 Thanks to the several people who pointed this out.
1203 * Version number set to 2.0.2.
1206 * Version 2.0.1 released.
1208 2002-03-18 src/screens.c
1209 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1211 2002-03-18 src/files.c [src/libgame/misc.c]
1212 * Moved some common functions from src/files.c to src/libgame/misc.c.
1214 2002-03-18 src/files.c [src/libgame/misc.c]
1215 * Changed permissions for new directories and saved files (especially
1216 score files) according to suggestions of Debian users and mantainers.
1217 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1219 2002-03-17 src/files.c
1220 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1221 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1222 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1223 for levels and "TAPE" for tapes). Old "cookie" style format is
1224 still supported for reading. New level and tape files are written
1227 * New IFF chunk "VERS" contains version numbers for file and game
1228 (where "game version" is the version of the program that wrote the
1229 file, and "file version" is a version number to distinguish files
1230 with different format, for example after adding new features).
1232 2002-03-15 src/screen.c
1233 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1234 (Before, you heard a mixture of the in-game music and the
1235 hall-of-fame music.)
1237 2002-03-14 src/events.c
1238 * Function "DumpTape()" (files.c) now available by pressing 't' from
1239 main menu (when in DEBUG mode).
1241 2002-03-14 src/game.c
1242 * "GameWon()": When game was won playing a tape, now there is no delay
1243 raising the score and no corresponding sound is played.
1245 2002-03-14 src/files.c
1246 * Changed "LoadTape()" for real chunk support and also adjusted
1247 "SaveTape()" accordingly.
1249 2002-03-14 src/game.c, src/tape.c, src/files.c
1250 * Important changes to tape format: The old tape format stored all
1251 actions with a real effect with a corresponding delay between the
1252 stored actions. This had some major disadvantages (for example,
1253 push delays had to be ignored, pressing a button for some seconds
1254 mutated to several single button presses because of the non-action
1255 delays between two action frames etc.). The new tape format just
1256 stupidly records all device actions and replays them later. I really
1257 don't know why I haven't solved it that way before?! Old-style tapes
1258 (with tape file version less than 2.0) get converted to the new
1259 format on-the-fly when loading and can therefore still be played;
1260 only some minor parts of the old-style tape handling code was needed.
1261 (A perfect conversion is not possible, because there is information
1262 missing about the device actions between two action frames.)
1264 2002-03-14 src/files.c
1265 * New function "DumpTape()" to dump the contents of the current tape
1266 in a human readable format.
1268 2002-03-14 src/game.c
1269 * Small tape bug fixed: When automatically advancing to next level
1270 after a game was won, the tape from the previous level still was
1271 loaded as a tape for the new level.
1273 2002-03-14 src/tape.c
1274 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1275 tape, cartoons did not get completely removed because
1276 StopAnimation() was not called.
1278 2002-03-13 src/files.c
1279 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1280 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1281 size even when using 16-bit elements). Added new chunk "CNT2" for
1282 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1283 chunk even when content was 16-bit element). "CNT2" should now be
1284 able to store content for arbitrary elements (up to eight blocks of
1285 3 x 3 element arrays). All "CNT2" elements will always be stored as
1286 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1288 2002-03-13 src/files.c
1289 * Changed "LoadLevel()" for real chunk support.
1291 2002-03-12 src/game.c
1292 * Fixed problem (introduced after 2.0.0 release) with penguins
1293 not getting killed by enemies
1295 2002-02-24 src/game.c, src/main.h
1296 * Added "player->is_moving"; now "player->last_move_dir" does
1297 not contain any information if the player is just moving at
1299 Before, "player->last_move_dir" was misused for this purpose
1300 for the robot stuff (robots don't kill players when they are
1301 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1302 broke tapes when walking through pipes!
1303 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1304 in a continuous movement. This fact is ignored for friends and